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The rules: The idea is pretty simple. Turn 7th Sea Knacks into Lot5R Emphasis.

It would go something like this: Instead of each Weapon Skill having Emphasis in weapons wit hin that subset, they would have Emphasis covering different combat manouvers, b ased on 7th Sea knacks. Each Weapon Skill would have a different subset of Knack s, Kenjutsu being the richest. For example (of course some names must be changed to fit the setting. I'm using the original names for easy reference): - Kenjutsu (Beat, Disarm, Double-parry, Feint, Lunge, Multiple Opponents, Ripos te, Tagging, Wall of Steel) - Heavy Weapon (Beat, Lunge, Pommel-strike, Corps-a-Corps, Whirl) - Jujutsu (Disarm, Corps-a-Corps, Uppercut, Grapple, Bear Hug, Break) (One migh t even combine the different Martial Arts skills from CJotE to build the Kaze-do , Mizu-do and Kobo skills - remember those?) - Iaijutsu (Lunge, Stop-thrust, Tagging, Whirl) - Nasty, isn't it? - Chain Weapons (Bind, Corps-a-Corps, Disarm, Feint, Pommel-strike) - Knives (Bind, Disarm, Double Attack, Double Parry, Feint) - Kyujutsu (Arc*, Ranged Disarm, Snapshot, Tagging, Trick shot) - Ninjutsu (Eye-gouge, Ranged Disarm, Snapshot, Trick shot) - Polearms (Beat, Corps-a-Corps, Lunge, Pommel-strike, Multiple Opponents) - Spears (Feint, Lunge, Tagging, Set Against Charge, Wall of Steel) - Staves (Beat, Bind, Corps-a-Corps, Disarm, Feint, Double Attack, Double Parry, Po mmel-strike, Riposte, Multiple Opponents) - War Fan (Bind, Disarm, Double Parry, Orders) * Usually only available to Unicorn characters, as the Yomanri emphasis. Can only be used with a Jo staff. Can only be used with Nunchakus. Cannot be used with a Jo staff.

All skills might still have an Emphasis called Specialization, which would work as the regular emphasis applied to a single weapon within the skill. This has se veral effects on game. As each skill may only have a limited number of Emphasis, a bushi would be encourage to raise different skills to have more options in co mbat. A bushi might choose to fight with a Jitte to have the benefit of Disarm, or with the saya in the off-hand to gain the benefits of double-parry, while sti ll having different Emphasis in his Kenjutsu skill. Two Exemples of possible Emphasis in this system: Riposte: When you fight, you can use your weapon guide an attack away from you a nd follow that motion with a cut back against your attacker. While on the Full D efense posture, and after your opponent rolls to hit, you may choose to halve bo th your rolled and keept Defense dice (for exemple, if you have Agility 4 and De fense 6, you would roll 5k2 instead of 10k4 and add that number to your TN to be hit.) If the attack still misses you, you may immediatly make an attack against the attacker, also halving both rolled and kept dice. You may only use this abi lity a number of times per round equal to your normal number of attacks per roun

d. Stop-thrust: To thread on the sword and not be cut is the secret to Kakita's tea chings. To use this ability, you must first use the Focus complex action. If the opponent against which you focused attacks you before the start of your next ro und, you may choose to make an attack against him using Reflexes + Iaijutsu (rem ember the free raise from focusing). The damage of this attack is aways 3k2 (you don't add strength or techniques, though you may still raise for more damage) a nd it happens before your opponent's attack hits you. If you hit and deal damage , the attacker must make an Earth roll against the damage dealt. If he fails, hi s attack misses. Even if he completes his attack, remember to figure in his new Wound penalties. Lunge: The Fortunes favor the bold. When using this Emphasis, add +2k0 to your d amage rolls, but you grant 3 free raises to any enemy who attacks you during you r action or attack you with an Initiative higher or equal to yours - 10 before t he end of the round. Disarm: If an enemy misses you TN to be Hit in melee, and you are not in the Ful l Defense posture, you may make a contested roll against him using the disarm ru les, as if you had already hit his TN with 3 raises. You must use the skill with this emphasis for your roll. If you choose this action, you get to make one les s attack during your next action. Corps-a-Corps: A weapons skill with this Emphasis may be used to knockdown your opponents without making the usual 3 raises. If your attack result is higher tha n your enemy's TN to be Hit and (Earth Ring + Insight Rank) x 5, he takes 1k1 da mage (and no damage from your attack) and is knocked prone. Beat: If you can hit your enemy's TN to be Hit making a number of raises equal t o his Strenght trait, that enemy looses the benefits of the Full Defense posture against you for this attack. Feint: If you can hit your enemy's TN to be Hit making a number of raises equal to his Awareness trait, that enemy looses the benefits of the Full Defense postu re against you for this attack. Whirl: You make and attack with a raise for every oponent around you and compare the roll to the TN of every target. If any of them was hit, roll damage and div ide between the targets hit.

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